[opendtv] Re: Practical realities on screen aspect ratios
- From: "Manfredi, Albert E" <albert.e.manfredi@xxxxxxxxxx>
- To: "opendtv@xxxxxxxxxxxxx" <opendtv@xxxxxxxxxxxxx>
- Date: Wed, 12 Jul 2017 02:48:14 +0000
Craig Birkmaier wrote:
The way things have a way of becoming misunderstood, I wanted to
make it clear that we don't actually want screens which fill up
our field of view. As we already discussed, beyond a certain
point, that creates motion sickness.
Please do not post this type of misleading information without
some kind of scientific support.
Back to square one? Last time around, just days ago, you seemed to understand
that video games designed for consoles create motion sickness if viewed up
close with PCs. Where the game intended for a FOV of maybe 50 degrees is viewed
in the range of as much as 100 degrees FOV.
All of that was already forgotten? Here's a most direct excerpt that makes the
point, Craig. Followed by two other links you should read, to understand what
the problem is.
https://www.howtogeek.com/241285/why-video-games-make-you-feel-sick-and-what-you-can-do-about-it/
"Human vision is approximately 180 degrees. Although the things in our
peripheral vision are not sharp, they are still there and we still react to
them. Thanks to the limitations of TVs and computer monitors, though, video
games most definitely don't present the video game world in 180 degrees.
"Typically, console-based video games use a roughly 60 degree field of view (or
less), and PC games use a higher field of view like 80-100 degrees. The reason
for this discrepancy is contingent upon the assumed viewing distance of the
player. Console players typically play in a living room-type setting where they
are farther from the screen. So, the total field of view presented to them is
smaller, because the screen actually takes up less of their real field of
vision.
"Conversely, PC gamers tend to sit at desks with their monitors much closer. To
compensate for their computer monitor taking up a larger portion of their
vision, game developers typically adjust the field of view so that the in-game
camera does a better job approximating the same portion of the player's field
of view.
"Unfortunately, when the field of view on the screen is significantly out of
sync with the screen's position in your real-world field of view, this can lead
to headaches and nausea. This can occur when you're playing a game with a low
field of view (60 degrees or below) and you're very close to the screen: a
situation that arises when console players sit too close or when a game ported
from the console to the PC does get an updated field of view."
https://developer.oculus.com/design/latest/concepts/bp_app_simulator_sickness/
http://newatlas.com/columbia-university-vr-motion-sickness/43855/
People watch big screens all the time and do not get motion sickness.
A vague banality.
The issue is FOV, and motion in the image. When a scene was filmed to be viewed
within a certain max FOV, and you attempt to view that scene on a display with
much greater FOV, that's when you get sick. Anyone who has ever sat in the
front row of a movie theater will most likely have experienced this effect.
So, to get beyond square 1 again:
1. The ratio of FOV, horizontal to vertical, is *not* the same as the aspect
ratio of a screen, as Craig assumes. The larger the FOV, the more the
difference.
For example, if you want to create relatively narrow FOV of 20 deg horizontal
and 10 deg vertical, the screen aspect ratio is 2.02:1. Almost the same as the
FOV ratio. But if you want to create FOV of, say, 120 horizontal and 60
vertical, the *FOV ratio* is still 2:1, but the screen aspect ratio has to be
3:1. That's why we like wide screens better than square ones. The wider the
horizontal FOV, the more extreme becomes the screen's aspect ratio. Or, of
course, you can sit the viewer at the center and create a semicircular screen
around him.
2. With the possibility of much wider screens offered by OLED, with minimal
bulk, the issue of motion sickness will emerge. Sitting at, say, 1.5 screen
heights, with a 16:9 screen, creates a horizontal FOV of 61.1 degrees. Your
average TV or movie material, viewed that close, would very likely cause motion
sickness for the majority of viewers. The size of the screen doesn't matter.
What matters is the FOV, aka how far you are in picture heights, from the
screen.
In any event, viewing at 2 screen heights of distance, which is probably a
safer bet to avoid motion sickness, still benefits from more than just HD
resolution.
Full circle.
Bert
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